From 6c4f596a9a1a2c0321f0ba1f231d8dc23ae41836 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Wed, 15 Mar 2023 16:26:36 +0900 Subject: [PATCH] Make osu! touch input aware of the distance travelled of a non-direct touch --- .../TestSceneOsuTouchInput.cs | 28 +++++++++++++++++++ .../UI/OsuTouchInputMapper.cs | 18 ++++++++++-- 2 files changed, 44 insertions(+), 2 deletions(-) diff --git a/osu.Game.Rulesets.Osu.Tests/TestSceneOsuTouchInput.cs b/osu.Game.Rulesets.Osu.Tests/TestSceneOsuTouchInput.cs index 72bcec6045..bd32d820d1 100644 --- a/osu.Game.Rulesets.Osu.Tests/TestSceneOsuTouchInput.cs +++ b/osu.Game.Rulesets.Osu.Tests/TestSceneOsuTouchInput.cs @@ -150,6 +150,34 @@ namespace osu.Game.Rulesets.Osu.Tests assertKeyCounter(1, 1); } + [Test] + public void TestPositionalTrackingAfterLongDistanceTravelled() + { + // When a single touch has already travelled enough distance on screen, it should remain as the positional + // tracking touch until released (unless a direct touch occurs). + + beginTouch(TouchSource.Touch1); + + assertKeyCounter(1, 0); + checkPressed(OsuAction.LeftButton); + checkPosition(TouchSource.Touch1); + + // cover some distance + beginTouch(TouchSource.Touch1, new Vector2(0)); + beginTouch(TouchSource.Touch1, new Vector2(9999)); + beginTouch(TouchSource.Touch1, new Vector2(0)); + beginTouch(TouchSource.Touch1, new Vector2(9999)); + beginTouch(TouchSource.Touch1); + + beginTouch(TouchSource.Touch2); + + assertKeyCounter(1, 1); + checkPressed(OsuAction.LeftButton); + checkPressed(OsuAction.RightButton); + // in this case, touch 2 should not become the positional tracking touch. + checkPosition(TouchSource.Touch1); + } + [Test] public void TestPositionalInputUpdatesOnlyFromMostRecentTouch() { diff --git a/osu.Game.Rulesets.Osu/UI/OsuTouchInputMapper.cs b/osu.Game.Rulesets.Osu/UI/OsuTouchInputMapper.cs index 8df1c35b5c..76cb388949 100644 --- a/osu.Game.Rulesets.Osu/UI/OsuTouchInputMapper.cs +++ b/osu.Game.Rulesets.Osu/UI/OsuTouchInputMapper.cs @@ -97,8 +97,8 @@ namespace osu.Game.Rulesets.Osu.UI return; } - // ..or if the current position tracking touch was not a direct touch (this one is debatable and may be change in the future, but it's the simplest way to handle) - if (!positionTrackingTouch.DirectTouch) + // ..or if the current position tracking touch was not a direct touch (and didn't travel across the screen too far). + if (!positionTrackingTouch.DirectTouch && positionTrackingTouch.DistanceTravelled < 200) { positionTrackingTouch = newTouch; return; @@ -117,6 +117,12 @@ namespace osu.Game.Rulesets.Osu.UI private void handleTouchMovement(TouchEvent touchEvent) { + if (touchEvent is TouchMoveEvent moveEvent) + { + var trackedTouch = trackedTouches.Single(t => t.Source == touchEvent.Touch.Source); + trackedTouch.DistanceTravelled += moveEvent.Delta.Length; + } + // Movement should only be tracked for the most recent touch. if (touchEvent.Touch.Source != positionTrackingTouch?.Source) return; @@ -148,8 +154,16 @@ namespace osu.Game.Rulesets.Osu.UI public OsuAction? Action; + /// + /// Whether the touch was on a hit circle receptor. + /// public readonly bool DirectTouch; + /// + /// The total distance on screen travelled by this touch. + /// + public double DistanceTravelled; + public TrackedTouch(TouchSource source, OsuAction? action, bool directTouch) { Source = source;